Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges.
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28174d531b
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df09bc38cb
34 changed files with 132 additions and 132 deletions
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@ -1355,9 +1355,9 @@ SceneTree::SceneTree() {
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const bool use_occlusion_culling = GLOBAL_DEF("rendering/occlusion_culling/use_occlusion_culling", false);
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root->set_use_occlusion_culling(use_occlusion_culling);
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float lod_threshold = GLOBAL_DEF("rendering/mesh_lod/lod_change/threshold_pixels", 1.0);
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float mesh_lod_threshold = GLOBAL_DEF("rendering/mesh_lod/lod_change/threshold_pixels", 1.0);
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ProjectSettings::get_singleton()->set_custom_property_info("rendering/mesh_lod/lod_change/threshold_pixels", PropertyInfo(Variant::FLOAT, "rendering/mesh_lod/lod_change/threshold_pixels", PROPERTY_HINT_RANGE, "0,1024,0.1"));
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root->set_lod_threshold(lod_threshold);
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root->set_mesh_lod_threshold(mesh_lod_threshold);
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bool snap_2d_transforms = GLOBAL_DEF("rendering/2d/snap/snap_2d_transforms_to_pixel", false);
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root->set_snap_2d_transforms_to_pixel(snap_2d_transforms);
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@ -2833,13 +2833,13 @@ bool Viewport::is_using_debanding() const {
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return use_debanding;
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}
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void Viewport::set_lod_threshold(float p_pixels) {
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lod_threshold = p_pixels;
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RS::get_singleton()->viewport_set_lod_threshold(viewport, lod_threshold);
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void Viewport::set_mesh_lod_threshold(float p_pixels) {
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mesh_lod_threshold = p_pixels;
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RS::get_singleton()->viewport_set_mesh_lod_threshold(viewport, mesh_lod_threshold);
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}
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float Viewport::get_lod_threshold() const {
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return lod_threshold;
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float Viewport::get_mesh_lod_threshold() const {
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return mesh_lod_threshold;
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}
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void Viewport::set_use_occlusion_culling(bool p_use_occlusion_culling) {
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@ -3634,8 +3634,8 @@ void Viewport::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_sdf_scale", "scale"), &Viewport::set_sdf_scale);
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ClassDB::bind_method(D_METHOD("get_sdf_scale"), &Viewport::get_sdf_scale);
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ClassDB::bind_method(D_METHOD("set_lod_threshold", "pixels"), &Viewport::set_lod_threshold);
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ClassDB::bind_method(D_METHOD("get_lod_threshold"), &Viewport::get_lod_threshold);
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ClassDB::bind_method(D_METHOD("set_mesh_lod_threshold", "pixels"), &Viewport::set_mesh_lod_threshold);
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ClassDB::bind_method(D_METHOD("get_mesh_lod_threshold"), &Viewport::get_mesh_lod_threshold);
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ClassDB::bind_method(D_METHOD("_process_picking"), &Viewport::_process_picking);
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@ -3685,7 +3685,7 @@ void Viewport::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::INT, "screen_space_aa", PROPERTY_HINT_ENUM, "Disabled (Fastest),FXAA (Fast)"), "set_screen_space_aa", "get_screen_space_aa");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_debanding"), "set_use_debanding", "is_using_debanding");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_occlusion_culling"), "set_use_occlusion_culling", "is_using_occlusion_culling");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lod_threshold", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_lod_threshold", "get_lod_threshold");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mesh_lod_threshold", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_mesh_lod_threshold", "get_mesh_lod_threshold");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_draw", PROPERTY_HINT_ENUM, "Disabled,Unshaded,Overdraw,Wireframe"), "set_debug_draw", "get_debug_draw");
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#ifndef _3D_DISABLED
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ADD_GROUP("Scaling 3D", "");
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@ -3824,7 +3824,7 @@ Viewport::Viewport() {
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set_shadow_atlas_quadrant_subdiv(2, SHADOW_ATLAS_QUADRANT_SUBDIV_16);
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set_shadow_atlas_quadrant_subdiv(3, SHADOW_ATLAS_QUADRANT_SUBDIV_64);
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set_lod_threshold(lod_threshold);
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set_mesh_lod_threshold(mesh_lod_threshold);
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String id = itos(get_instance_id());
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input_group = "_vp_input" + id;
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@ -296,7 +296,7 @@ private:
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float fsr_sharpness = 0.2f;
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float fsr_mipmap_bias = 0.0f;
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bool use_debanding = false;
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float lod_threshold = 1.0;
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float mesh_lod_threshold = 1.0;
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bool use_occlusion_culling = false;
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Ref<ViewportTexture> default_texture;
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@ -530,8 +530,8 @@ public:
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void set_use_debanding(bool p_use_debanding);
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bool is_using_debanding() const;
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void set_lod_threshold(float p_pixels);
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float get_lod_threshold() const;
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void set_mesh_lod_threshold(float p_pixels);
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float get_mesh_lod_threshold() const;
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void set_use_occlusion_culling(bool p_us_occlusion_culling);
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bool is_using_occlusion_culling() const;
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